mdl 1.4; using ::OmniPBR import OmniPBR; import ::tex::gamma_mode; import ::state::normal; export material Ash(*) = OmniPBR( diffuse_color_constant: color(0.500000, 0.500000, 0.500000), diffuse_texture: texture_2d("./Ash/Ash_BaseColor.png", ::tex::gamma_srgb), albedo_desaturation: 0.f, albedo_add: 0.f, albedo_brightness: 1.f, diffuse_tint: color(1.f, 1.f, 1.f), reflection_roughness_constant: 0.000000, reflection_roughness_texture_influence: 1.f, reflectionroughness_texture: texture_2d(), metallic_constant: 0.000000, metallic_texture_influence: 1.f, metallic_texture: texture_2d(), specular_level: 0.5f, enable_ORM_texture: true, ORM_texture: texture_2d("./Ash/Ash_ORM.png", ::tex::gamma_linear), ao_to_diffuse: 0.f, ao_texture: texture_2d(), enable_emission: false, emissive_color: color(1.000000, 1.000000, 1.000000), emissive_mask_texture: texture_2d(), emissive_intensity: 0.000000, bump_factor: 1.f, normalmap_texture: texture_2d("./Ash/Ash_Normal.png", ::tex::gamma_linear), detail_bump_factor: 0.300000012f, detail_normalmap_texture: texture_2d(), project_uvw: false, world_or_object: false, uv_space_index: 0, texture_translate: float2(0.f), texture_rotate: 0.f, texture_scale: float2(1.f), detail_texture_translate: float2(0.f), detail_texture_rotate: 0.f, detail_texture_scale: float2(1.f));